Ghost in the Mainframe
Characters
26Programs
24RAM deck
25RAM cost curve
Cyberdeck copies by total RAM cost. Variable and unprinted costs are grouped separately.
Card types
Cyberdeck copies
- character26
- program24
Factions
Cyberdeck copies; multi-faction cards count in each faction.
- HACKER49
- ANARCHIST3
- A.I.2
- Factionless1
- WONDERLAND1
0 published remixes
No published remixes yet.
Description
A Firestarter Hacker deck focused on consistent mainframe damage through repeated script plays. Cheap Hacker characters establish your board, while Overload spells and Firestarter turn each sequence of scripts into pressure.
Coder helps find Hacker programs, Deep Diver gives you another use of a Hacker script from the recycle bin, and Hex, Codemancer discounts your first Hacker program or Trojan on your turn. Phishing disrupts the opponent’s hand while your defensive cards help keep you alive long enough to finish the game.
Playstyle
Early game: Establish Hacker characters and develop your RAM. Admin and Coder are useful early pieces; prioritize reaching Firestarter’s Hacker thresholds rather than spending every resource on immediate damage.
Midgame: Start combining scripts with Firestarter’s damage triggers. Use Overloads to remove threatening characters or pressure the opposing mainframe. Phishing can remove an important option from the opponent’s hand before you commit to a bigger turn.
Hex makes your first eligible program each turn cheaper. Plan your sequence around that discount, remembering that it applies on your turn—not to every program you play. Deep Diver provides access to a Hacker script in your recycle bin; that script still needs to be played and is purged when it resolves.
Closing the game: Look for a turn where direct damage, Firestarter triggers, and your characters can finish the opposing mainframe. Until then, use Quantum Encryption and your defensive Trojans to buy time. Trojans need advance setup, so don’t treat them as immediate answers from your hand.
Why these changes?
The starter provides a broad sample of Hacker mechanics. This version narrows that selection to make its main plan more dependable:
- Four copies of both Overloads increase access to straightforward damage.
- Four Coder and four Deep Diver improve your ability to find and reuse useful programs.
- Three Hex make its discount more accessible without committing too many slots to a four-cost character.
- Four Phishing provide consistent disruption alongside the script-damage plan.
- Removing Cortex Crab, Memory Leak, and Redirect reduces reliance on particular opposing boards or actions.
- Removing The Net avoids giving the opponent the same draw opportunity.
- Trimming System Error creates room for cards with a more immediate impact while retaining some ongoing damage.
The tradeoff is less variety and fewer specialized answers. This build aims to execute one coherent plan more often: establish Hackers, keep scripts flowing, and turn those scripts into sustained mainframe pressure.
This is an initial playtest build, not a tournament-tested list.
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